I Made Sila
Universitas Dwijendra, Denpasar, Indonesia

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Membangun Karakter Profil Pelajar Pancasila Berlandaskan Tri Hita Karana dalam Perspektif Kehidupan Global Ida Bagus Rai; I Made Sila; Ida Bagus Brata; I Made Sutika
Mimbar Ilmu Vol. 27 No. 3 (2022): Desember
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v27i3.54307

Abstract

Kondisi masyarakat Indonesia pada saat ini telah menunjukkan adanya suatu distorsi pada nilai–nilai keadilan dan kemanusiaan. Realitas yang terjadi sangat paradoks antara harapan dan kenyataan, dimana manusia kehilangan kendali untuk mencari hubungan yang harmonis. Diperlukan landasan yang kuat untuk mencapai hubungan yang harmonis dalam hal ini dikonseptualisasikan dalam ajaran Tri Hita Karana. Tujuan penelitian ini adalah untuk menganalisis profil Pelajar Pancasila yang berlandaskan pada konsepsi kehidupan Tri Hita Karana sebagai pedoman dan nilai kearian lokal masyarakat Bali. Penulisan artikel ini merupakan studi pustaka dimana tema atau topik dilakukan dengan mengkaji teori yang berkaitan dengan tema atau topik terkait karakter profil pelajar dan Tri Hita Karana. Proses pengumpulan data studi literature meliputi editing, organizing, dan finding. Hasil penelitian ini penunjukan bahwa proses pendidikan karakter melalui konsep pengajaran Tri Hita Karana di sekolah terdapat implikasi terhadap pembuatan Karakter atau ketahanan individu partisipan didik ataupun siswa. Ajaran Tri Hita Karana menekankan bahwa umat manusia selalu berupaya untuk mewujudkan kehidupan yang harmonis dengan alam dan lingkungannya.
The Effectiveness of Problem-Based Learning Model in Improving Higher Order Thinking Skills and Character of Elementary School Students I Made Sutika; I Made Astra Winaya; Ida Bagus Rai; I Made Sila; I Nengah Sudiarta; I Made Kartika; I Gede Sujana
Jurnal Pendidikan dan Pengajaran Vol 55 No 3 (2022): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v55i3.57636

Abstract

Achievement of science learning competence for children in Indonesia is still low. This low achievement is strongly suspected because Indonesian students are not used to dealing with TIMSS and PISA questions. This study aims to analyze the effectiveness of the problem-based learning model to improve higher order thinking skills (HOTS) and the characteristics of elementary students. This study was a quasi-experimental using a non-equivalent control group pretest-posttest experimental design. The experimental class is a class with problem-based learning, while the control class is a class with direct learning. The research population was fifth grade elementary school students. The research sample consisted of 71 students from 5 schools, all of which were public schools. The school sample was determined by stratified random sampling and the class of each school was determined randomly. Data analysis was carried out quantitatively, both descriptively and inferentially. The results of the study show that problem-based learning is better than direct learning to improve HOTS; and problem-based learning is effective for increasing perseverance, responsibility, hard work, cooperation, caring, and tolerance.
Role Play Game-Based Learning Multimedia for Elementary School Students I Made Kartika; I Made Sila; Dewa Ayu Made Manu Okta Priantini; I Wayan Suastra; Ida Bagus Putu Arnyana
Jurnal Pendidikan dan Pengajaran Vol 56 No 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v56i1.60734

Abstract

Along with the development of science and technology, learning media has now developed by utilizing the flexibility of computers to solve learning problems. The problem behind this research is the lack of learning media for students in science subjects so that learning outcomes are less than optimal. This study aims to develop learning media in the form of multimedia based on role play games. This research is a research and development (research and development). The subjects of the research trial were grade IV students. The data collection instrument used was an evaluation sheet (questionnaire). Data analysis used descriptive qualitative and quantitative descriptive analysis. The results of the evaluation of the Role Play Game (RPG) Based Learning Multimedia product were carried out based on six aspects, namely: in terms of the learning design aspect with an achievement level percentage of 87.60% worthy; in terms of the aspect of individual trials, with a percentage of the achievement rate of 94.65%, the rating is very feasible; small group trials, with a percentage of achievement level of 94.65% predicate very feasible; and in terms of the aspect of field trials with a percentage achievement level of 95.00% predicate very feasible. Thus the product in the form of Role Play Game (RPG) Based Learning Multimedia has a good level of validity and is suitable for use in the learning process in science subjects.